// ----------------------------------------------------------------------- // // // MODULE : CultistAI.cpp // // PURPOSE : CultistAI - Definition // // CREATED : 11/11.97 // // ----------------------------------------------------------------------- // #include #include "CultistAI.h" #include "cpp_server_de.h" BEGIN_CLASS(CultistAI) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_STRINGPROP(AIWeapon1, "BERETTA") \ ADD_REALPROP(Bullets, 150.0f) \ ADD_REALPROP(Flares, 20.0f) \ ADD_BOOLPROP(Male, DTRUE) \ ADD_VECTORPROP_VAL_FLAG(Dims, 19.0f, 41.0f, 14.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) \ ADD_BOOLPROP(ClownSkin, DFALSE) \ ADD_BOOLPROP(RobeSkin, DFALSE) END_CLASS_DEFAULT(CultistAI, AI_Mgr, NULL, NULL) //static data member initialization DBOOL CultistAI::m_bFemaleAnims = DTRUE; CAnim_Sound CultistAI::m_Female_Anim_Sound; DBOOL CultistAI::m_bMaleAnims = DTRUE; CAnim_Sound CultistAI::m_Male_Anim_Sound; #ifdef _ADD_ON DBOOL CultistAI::m_bRobeAnims = DTRUE; CAnim_Sound CultistAI::m_Robe_Anim_Sound; #endif // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // CultistAI::CultistAI() : AI_Mgr() { m_fHearingDist = 1500.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1500.0f; m_fWalkSpeed = 75.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 105.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_LIMP | FLAG_DODGE | FLAG_ALWAYSRECOIL; m_bMale = DTRUE; m_bCabal = DTRUE; m_bClownSkin = DFALSE; m_bRobeSkin = DFALSE; // [blg] m_fAIHitPoints = 30; m_fAIRandomHP = 0; m_fAIArmorPoints = 0; m_fAIBullets = 150; m_fAIShells = 60; m_fAIFlares = 20; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"BERETTA"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD CultistAI::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData) { switch(messageID) { case MID_PRECREATE: { // Need to call base class to have the object name read in before // we call PostPropRead() DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData); if (fData == 1.0) { GetServerDE()->GetPropBool("Male", &m_bMale); GetServerDE()->GetPropBool("ClownSkin", &m_bClownSkin); GetServerDE()->GetPropBool("RobeSkin", &m_bRobeSkin); } if(fData != PRECREATE_SAVEGAME) PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); CacheFiles(); break; } case MID_SAVEOBJECT: Save((HMESSAGEWRITE)pData, (DDWORD)fData); break; case MID_LOADOBJECT: Load((HMESSAGEREAD)pData, (DDWORD)fData); break; default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void CultistAI::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename= DNULL; char* pSkin = DNULL; if (m_bClownSkin) { pFilename = "Models\\Enemies\\m_Cultist1.abc"; m_bMale = DTRUE; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist4.dtx"; break; case 2: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist5.dtx"; break; case 3: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist6.dtx"; break; } } else if (m_bRobeSkin) { pFilename = "Models_ao\\Enemies_ao\\oldschool.abc"; pSkin = "Skins_ao\\Enemies_ao\\oldschool.dtx"; m_bMale = DTRUE; } else if (m_bMale) { pFilename = "Models\\Enemies\\m_Cultist1.abc"; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins\\Enemies\\m_Cultist1.dtx"; break; case 2: pSkin = "Skins\\Enemies\\m_Cultist2.dtx"; break; case 3: pSkin = "Skins\\Enemies\\m_Cultist3.dtx"; break; } } else { pFilename = "Models\\Enemies\\f_Cultist1.abc"; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins\\Enemies\\f_Cultist1.dtx"; break; case 2: pSkin = "Skins\\Enemies\\f_Cultist2.dtx"; break; case 3: pSkin = "Skins\\Enemies\\f_Cultist3.dtx"; break; } } _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } // ----------------------------------------------------------------------- // // // ROUTINE: InitialUpdate() // // PURPOSE: Handle initial update // // ----------------------------------------------------------------------- // DBOOL CultistAI::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return DFALSE; #ifndef _ADD_ON if (m_bRobeSkin) { m_bRobeSkin = DFALSE; m_bMale = DTRUE; } #endif //Load up animation indexes if first model instance if((m_bMale || m_bClownSkin) && m_bMaleAnims) { m_Male_Anim_Sound.SetAnimationIndexes(m_hObject); m_Male_Anim_Sound.GenerateHitSpheres(m_hObject); m_Male_Anim_Sound.SetSoundRoot("sounds\\enemies\\m_cultist"); m_bMaleAnims = DFALSE; } #ifdef _ADD_ON if (m_bRobeSkin && m_bRobeAnims) { m_Robe_Anim_Sound.SetAnimationIndexes(m_hObject); m_Robe_Anim_Sound.GenerateHitSpheres(m_hObject); m_Robe_Anim_Sound.SetSoundRoot("sounds_ao\\enemies\\RetroCultist"); m_bRobeAnims = DFALSE; } #endif if(!m_bMale && m_bFemaleAnims && !m_bRobeSkin) { m_Female_Anim_Sound.SetAnimationIndexes(m_hObject); m_Female_Anim_Sound.GenerateHitSpheres(m_hObject); m_Female_Anim_Sound.SetSoundRoot("sounds\\enemies\\f_cultist"); m_bFemaleAnims = DFALSE; } m_InventoryMgr.AddDamageMultiplier(0.5f); if((m_bMale || m_bClownSkin) && !m_bRobeSkin) AI_Mgr::InitStatics(&m_Male_Anim_Sound); #ifdef _ADD_ON else if (m_bRobeSkin) AI_Mgr::InitStatics(&m_Robe_Anim_Sound); #endif else AI_Mgr::InitStatics(&m_Female_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : CultistAI::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void CultistAI::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); if(!nStim) { switch(m_nState) { case STATE_Idle: SetNewState(STATE_Idle); break; case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break; case STATE_SearchSmellTarget: SetNewState(STATE_Idle); break; case STATE_FindAmmo: SetNewState(m_nLastState); break; case STATE_FindHealth: SetNewState(m_nLastState); break; case STATE_Escape_RunAway: SetNewState(STATE_Idle); case STATE_AttackFar: case STATE_AttackClose: default: if(m_nLastState == STATE_GuardLocation) SetNewState(STATE_GuardLocation); else if(fHeight <= m_vDims.y && m_fStimuli[HEALTH] >= 0.50f) SetNewState(STATE_SearchVisualTarget); else SetNewState(STATE_Idle); break; } } else { if(m_fStimuli[HEALTH] < 0.25f) { SetNewState(STATE_Escape_RunAway); return; } else if(m_fStimuli[HEALTH] < 0.50f) { SetNewState(STATE_AttackFar); return; } else { if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y) SetNewState(STATE_AttackFar); else SetNewState(STATE_AttackClose); } } return; } // ----------------------------------------------------------------------- // // ROUTINE : CultistAI::STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void CultistAI::AI_STATE_AttackClose() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { if(fHeight <= m_vDims.y) SetNewState(STATE_SearchVisualTarget); else ComputeState(); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_BestWeapon(); break; case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.25) || m_nCurMetacmd == MC_FIRE_STAND || fHeight > m_vDims.y) { MC_Fire_Stand(); } else Metacmd++; break; case 4: if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.25) && m_fStimuli[SIGHT] < (m_fSeeingDist * 0.5)) { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_STAND) { if(m_nInjuredLeg) MC_Walk(); else MC_Run(); } else { MC_Fire_Stand(); } } else Metacmd++; break; case 5: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : CultistAI::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void CultistAI::AI_STATE_AttackFar() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { if(fHeight <= m_vDims.y) SetNewState(STATE_SearchVisualTarget); else ComputeState(); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_BestWeapon(); break; case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND || fHeight > m_vDims.y) { MC_Fire_Stand(); } else Metacmd++; break; case 4: if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.75)) { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_STAND ) { if(m_nInjuredLeg) MC_Walk(); else MC_Fire_Run(); } else { MC_Fire_Stand(); } } else Metacmd++; break; case 5: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : CultistAI::AI_STATE_Escape // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void CultistAI::AI_STATE_Escape_RunAway() { if(Metacmd > 1) { int nStimType = ComputeStimuli(); if(nStimType > 0) { ComputeState(nStimType); return; } } DFLOAT fDim = (DFLOAT)sqrt((m_vDims.x * m_vDims.x) + (m_vDims.z * m_vDims.z)) + 0.1f; switch(Metacmd) { case 1: m_hTrackObject = FindObjectInRadius(m_pServerDE->GetClass("ExitHint"), m_fSeeingDist, FIND_VISIBLE | FIND_AVOID_TARGET); if(m_hTrackObject) { m_pServerDE->GetObjectPos(m_hTrackObject,&m_vTrackObjPos); MC_FacePos(m_vTrackObjPos); if(!m_MoveObj.CalculatePath(m_vTrackObjPos)) SetNewState(STATE_Escape_Hide); } else SetNewState(STATE_AttackFar); break; case 2: { DVector* pvPos = m_MoveObj.GetNextPathPoint(); if(pvPos) MC_FacePos(*pvPos); else SetNewState(STATE_Escape_Hide); break; } case 3: { DVector vPoint = *m_MoveObj.GetNextPathPoint(); vPoint.y = m_MoveObj.GetPos().y; if(VEC_DIST(vPoint, m_MoveObj.GetPos()) <= fDim/2) { if(!m_MoveObj.MoveToNextPathPoint()) { MC_FacePos(m_vTargetPos); } else { Metacmd = 2; } } else MC_Run(); break; } case 4: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : CultistAI::AI_STATE_Escape_Hide // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void CultistAI::AI_STATE_Escape_Hide() { if(m_hTarget == DNULL) { ComputeState(); return; } MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: MC_Taunt_Beg(); break; case 2: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : CultistAI::AI_STATE_Dodge // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void CultistAI::AI_STATE_Dodge() { switch(Metacmd) { case 1: m_nDodgeFlags = CalculateDodge(m_vTrackObjPos); Metacmd++; break; case 2: if(m_nDodgeFlags & ROLL) { if(m_nDodgeFlags & RIGHT) MC_Roll_Right(); else if(m_nDodgeFlags & LEFT) MC_Roll_Left(); else Metacmd++; } else { Metacmd++; } break; case 3: ComputeState(); break; } return; } void CultistAI::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags) { m_pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_bMale); } void CultistAI::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags) { // Load our male flag m_bMale = (DBOOL)m_pServerDE->ReadFromMessageByte(hRead); // Figure out other flags by the model filenames #ifdef _ADDON char sModel[256] = { "" }; char sSkin[256] = { "" }; m_pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255); strupr(sModel); strupr(sSkin); if (strstr(sSkin, "M_CULTIST4")) m_bClownSkin = DTRUE; if (strstr(sSkin, "M_CULTIST5")) m_bClownSkin = DTRUE; if (strstr(sSkin, "M_CULTIST6")) m_bClownSkin = DTRUE; if (strstr(sSkin, "OLDSCHOOL")) m_bRobeSkin = DTRUE; #endif //Load up animation indexes if first model instance if((m_bMale || m_bClownSkin) && m_bMaleAnims) { m_Male_Anim_Sound.SetAnimationIndexes(m_hObject); m_Male_Anim_Sound.GenerateHitSpheres(m_hObject); m_Male_Anim_Sound.SetSoundRoot("sounds\\enemies\\m_cultist"); m_bMaleAnims = DFALSE; } #ifdef _ADD_ON if (m_bRobeSkin && m_bRobeAnims) { m_Robe_Anim_Sound.SetAnimationIndexes(m_hObject); m_Robe_Anim_Sound.GenerateHitSpheres(m_hObject); m_Robe_Anim_Sound.SetSoundRoot("sounds_ao\\enemies\\RetroCultist"); m_bRobeAnims = DFALSE; } #endif if((!m_bMale && !m_bClownSkin && !m_bRobeSkin) && m_bFemaleAnims) { m_Female_Anim_Sound.SetAnimationIndexes(m_hObject); m_Female_Anim_Sound.GenerateHitSpheres(m_hObject); m_Female_Anim_Sound.SetSoundRoot("sounds\\enemies\\f_cultist"); m_bFemaleAnims = DFALSE; } if((m_bMale || m_bClownSkin) && !m_bRobeSkin) AI_Mgr::InitStatics(&m_Male_Anim_Sound); #ifdef _ADD_ON else if (m_bRobeSkin) AI_Mgr::InitStatics(&m_Robe_Anim_Sound); #endif else AI_Mgr::InitStatics(&m_Female_Anim_Sound); return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void CultistAI::CacheFiles() { // Sanity checks... CServerDE* pServerDE = GetServerDE(); if (!pServerDE) return; if(!(pServerDE->GetServerFlags() & SS_CACHING)) { return; } if (!m_hObject) return; // Get the model filenames... char sModel[256] = { "" }; char sSkin[256] = { "" }; pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255); // Cache models... pServerDE->CacheFile(FT_MODEL, sModel); // Cache textures... pServerDE->CacheFile(FT_TEXTURE, sSkin); // Cache sounds... #ifdef _ADDON if (m_bRobeSkin) { SetCacheDirectory("sounds_ao\\enemies\\retrocultist"); CacheSoundFileRange("death", 1, 3); CacheSoundFileRange("kill", 1, 3); CacheSoundFileRange("idle", 1, 3); CacheSoundFileRange("pain", 1, 3); CacheSoundFileRange("spot", 1, 3); CacheSoundFileRange("attack", 1, 3); CacheSoundFileRange("taunt", 1, 3); } else #endif if (m_bMale) { SetCacheDirectory("sounds\\enemies\\m_cultist"); CacheSoundFileRange("death", 1, 3); CacheSoundFileRange("fear", 1, 3); CacheSoundFileRange("idle", 1, 3); CacheSoundFileRange("pain", 1, 3); CacheSoundFileRange("spot", 1, 3); CacheSoundFileRange("attack", 1, 3); CacheSoundFileRange("taunt", 1, 3); CacheSoundFileRange("anger", 1, 3); } else { SetCacheDirectory("sounds\\enemies\\f_cultist"); CacheSoundFileRange("death", 1, 3); CacheSoundFileRange("fear", 1, 3); CacheSoundFileRange("idle", 1, 3); CacheSoundFileRange("pain", 1, 3); CacheSoundFileRange("spot", 1, 3); CacheSoundFileRange("attack", 1, 3); CacheSoundFileRange("taunt", 1, 3); CacheSoundFileRange("anger", 1, 3); } } void CultistAI::ResetStatics() { m_bMaleAnims = DTRUE; }